NUAndroid7Resourcesx
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Transcript NUAndroid7Resourcesx
Android 7: Resources
Kirk Scott
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• This is a “light” unit, which just tries to
consolidate some things before moving on to
more complicated topics
• Resources came up in the very first examples
• This unit expands on that initial introduction
• However, it doesn’t treat this topic in
complete detail or in depth
4
• My theory on a lot of programming is that you
only really learn things when you need them
for a program you’re developing
• Hopefully, you get just enough background on
this topic here so that you can go further with
it later on if you want to
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• This is a list of the sections in this set of
overheads:
• 7.1 Introduction
• 7.2 Strings
• 7.3 String Arrays
• 7.4 More Resource Types
• 7.5 IDs
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7.6 Integers
7.7 Dimensions
7.8 Colors
7.9 Styles
7.10 Layouts
7.11 Menus
7.12 Graphics (Drawables)
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7.13
7.14
7.15
7.16
7.17
7.18
7.19
7.20
Typed Arrays (of Drawables)
Animations
XML Files
Raw Files
Errors
Designing an App
Using the Graphical Development Tools
Example App with Resources
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7.1 Introduction
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• The fundamental idea behind resources was
introduced earlier:
• Code should consist only of executable logic
• Store everything else separately from it, in
XML files
• In the Android environment, there is a
predefined directory structure for storing
resources
10
• A screenshot of the environment is given on
the following overhead for MyEchoApp
• It shows the explorer on the left with selected
subdirectories of the res (resources) directory
expanded
• All of the directories and files shown are the
defaults that come with any app
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• In essence, large parts of this unit are an
introduction to the information you can find in
the developer tutorials
• I won’t cover all of the resource types
• Instead, I’ll select some of them and run through
the tutorial information on that selected subset
• The table on the following overhead summarizes
the selected subset of resource types
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Resource Type
Required Directory
Suggested File Names
XML Tag
Strings
/res/values
strings.xml
<string>
IDs
/res/values
filename.xml (any file)
<item>
Integers
/res/values
integers.xml
<integer>
Dimensions
/res/values
dimens.xml
<dimen>
Colors
/res/values
colors.xml
<color>
Styles
/res/values
styles.xml
<style>
Layouts
/res/layout
e.g., activity_main.xml Various layout tags
Menus
/res/menu
e.g., mainmenu.xml
<menu>
Graphics
/res/drawable
e.g., icon.png,
logo.png
Supported graphics
files or drawable
definition XML files
such as shapes
Animations
/res/animator
e.g.,
fadesequence.xml,
spinsequenc.xml
<set>, <alpha>,
<scale>, <translate>,
<rotate>
XML Files
/res/xml
e.g., data.xml
No defined tag
Raw Files
/res/raw
e.g., jingle.mp3
No defined tag
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7.2 Strings
• We already know about strings
• However, mostly what we know consists of
copy and paste
• The point now is to actually read the
information about string resources
• The information from the tutorials starts on
the following overhead
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• String Resources
• A string resource provides text strings for your
application with optional text styling and
formatting.
• There are three types of resources that can
provide your application with strings:
• String XML resource that provides a single
string.
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• String Array XML resource that provides an array
of strings.
• Quantity Strings (Plurals) XML resource that
carries different strings for pluralization.
• All strings are capable of applying some styling
markup and formatting arguments.
• For information about styling and formatting
strings, see the section about Formatting and
Styling.
• [Note that these last two types of resources are
not covered in these overheads.]
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• String
• A single string that can be referenced from the
application or from other resource files (such as
an XML layout).
• Note: A string is a simple resource that is
referenced using the value provided in the name
attribute (not the name of the XML file).
• So, you can combine string resources with other
simple resources in the one XML file, under one
<resources> element.
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• file location:
• res/values/filename.xml
The filename is arbitrary. The <string> element's
name will be used as the resource ID.
• compiled resource datatype:
• Resource pointer to a String.
• resource reference:
• In Java: R.string.string_name
• In XML:@string/string_name
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• syntax:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<string
name="string_name"
>text_string</string>
</resources>
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elements:
<resources>
Required.
This must be the root node.
No attributes.
<string>
A string, which can include styling tags.
Beware that you must escape apostrophes and quotation marks.
For more information about how to properly style and format your
strings see Formatting and Styling, below.
• attributes:
• name String. A name for the string. This name will be used as the
resource ID.
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• example:
• XML file saved at res/values/strings.xml:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="hello">Hello!</string>
</resources>
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• This layout XML applies a string to a View:
• <TextView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:text="@string/hello" />
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• This application code retrieves a string:
• String string =
getString(R.string.hello);
• You can use either getString(int) or
getText(int) to retrieve a string.
• getText(int) will retain any rich text styling
applied to the string.
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7.3 String Arrays
• String Array
• An array of strings that can be referenced
from the application.
• Note: A string array is a simple resource that is
referenced using the value provided in the
name attribute (not the name of the XML file).
• As such, you can combine string array
resources with other simple resources in the
one XML file, under one <resources> element.
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file location:
res/values/filename.xml
The filename is arbitrary.
The <string-array> element's name will be used
as the resource ID.
compiled resource datatype:
Resource pointer to an array of Strings.
resource reference:
In Java: R.array.string_array_name
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• syntax:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<string-array
name="string_array_name">
<item
>text_string</item>
</string-array>
</resources>
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elements:
<resources>
Required.
This must be the root node.
No attributes.
<string-array>
Defines an array of strings.
Contains one or more <item> elements.
attributes:
name String.
A name for the array.
This name will be used as the resource ID to reference the array.
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• <item>
• A string, which can include styling tags.
• The value can be a reference to another string
resource.
• Must be a child of a <string-array> element.
• Beware that you must escape apostrophes and
quotation marks.
• See Formatting and Styling, below, for information
about to properly style and format your strings.
• No attributes.
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• example:
• XML file saved at res/values/strings.xml:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<string-array name="planets_array">
<item>Mercury</item>
<item>Venus</item>
<item>Earth</item>
<item>Mars</item>
</string-array>
</resources>
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• This application code retrieves a string array:
• Resources res = getResources();
String[] planets =
res.getStringArray(R.array.planets_array);
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7.4 More Resource Types
• The tutorials have a catch-all group of
resource types which include the four next
types that will be covered in these overheads
• For reference purposes, the whole set is listed
on the following overheads before launching
into the individual ones that have been
chosen for detailed presentation
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• More Resource Types
• This page defines more types of resources you
can externalize, including:
• Bool XML resource that carries a boolean
value.
• Color XML resource that carries a color value
(a hexadecimal color).
• Dimension XML resource that carries a
dimension value (with a unit of measure).
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• ID XML resource that provides a unique identifier
for application resources and components.
• Integer XML resource that carries an integer
value.
• Integer Array XML resource that provides an array
of integers.
• Typed Array XML resource that provides a
TypedArray (which you can use for an array of
drawables).
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• [The Typed Array resource type will be
covered right after the drawable resource type
• Drawing images may be one of the first things
developers might want to add to their apps
• Therefore, it seems worthwhile to see how to
deal with sets of images]
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7.5 IDs
• Out of the previous list of resource types, IDs
are covered first since they are also things
we’ve seen before
• Just like with Strings, the main thing to notice
is that we just mindlessly copied and pasted
up to this point
• Now is the time to read and see what’s
actually going on
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• In particular, remember the use of the “+” sign
in the syntax of the examples so far
• The activity_main.xml layout file for
MyEchoApp contained this line of code, for
example:
• android:id="@+id/edit_message" />
• This was a shortcut, where an id could be
defined where needed in the layout
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• The following overheads from the tutorials
give the whole ball of wax on IDs
• They describe everything there is to know
about them beyond the shortcut
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• ID
• A unique resource ID defined in XML.
• Using the name you provide in the <item>
element, the Android developer tools create a
unique integer in your project's R.java class,
which you can use as an identifier for an
application resources (for example, a View in your
UI layout) or a unique integer for use in your
application code (for example, as an ID for a
dialog or a result code).
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• Note: An ID is a simple resource that is
referenced using the value provided in the name
attribute (not the name of the XML file).
• As such, you can combine ID resources with other
simple resources in the one XML file, under one
<resources> element.
• Also, remember that an ID resources does not
reference an actual resource item;
• it is simply a unique ID that you can attach to
other resources or use as a unique integer in your
application.
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• file location:
• res/values/filename.xml
The filename is arbitrary.
• resource reference:
• In Java: R.id.name
• In XML: @[package:]id/name
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• syntax:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<item
type="id"
name="id_name" />
</resources>
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elements:
<resources>
Required.
This must be the root node.
No attributes.
<item>
Defines a unique ID.
Takes no value, only attributes.
attributes:
type Must be "id".
name String.
A unique name for the ID.
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• example:
• XML file saved at res/values/ids.xml:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<item type="id" name="button_ok" />
<item type="id" name="dialog_exit" />
</resources>
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• Then, this layout snippet uses the "button_ok"
ID for a Button widget:
• <Button android:id="@id/button_ok"
style="@style/button_style" />
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• Notice that the android:id value does not
include the plus sign in the ID reference,
because the ID already exists, as defined in
the ids.xml example above.
• (When you specify an ID to an XML resource
using the plus sign—in the format
android:id="@+id/name"—it means that the
"name" ID does not exist and should be
created.)
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• [The last example in the subsection on IDs in
the tutorials isn’t very helpful, so it is not
included.]
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7.6 Integers
• Integer
• An integer defined in XML.
• Note: An integer is a simple resource that is
referenced using the value provided in the
name attribute (not the name of the XML file).
• As such, you can combine integer resources
with other simple resources in the one XML
file, under one <resources> element.
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•
•
file location:
res/values/filename.xml
The filename is arbitrary.
The <integer> element's name will be used as
the resource ID.
• resource reference:
• In Java: R.integer.integer_name
In XML: @[package:]integer/integer_name
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• syntax:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<integer
name="integer_name"
>integer</integer>
</resources>
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elements:
<resources>
Required.
This must be the root node. No attributes.
<integer>
An integer.
attributes:
name String.
A name for the integer.
This will be used as the resource ID.
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• example:
• XML file saved at res/values/integers.xml:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<integer name="max_speed">75</integer>
<integer name="min_speed">5</integer>
</resources>
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• This application code retrieves an integer:
• Resources res = getResources();
• int maxSpeed =
res.getInteger(R.integer.max_speed);
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• This application code retrieves an integer:
• Resources res = getResources();
int maxSpeed =
res.getInteger(R.integer.max_speed);
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7.7 Dimensions
• Dimension
• A dimension value defined in XML.
• A dimension is specified with a number
followed by a unit of measure.
• For example: 10px, 2in, 5sp.
• The following units of measure are supported
by Android:
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• dp
• Density-independent Pixels - An abstract unit that
is based on the physical density of the screen.
• These units are relative to a 160 dpi (dots per
inch) screen, on which 1dp is roughly equal to
1px.
• When running on a higher density screen, the
number of pixels used to draw 1dp is scaled up by
a factor appropriate for the screen's dpi.
• Likewise, when on a lower density screen, the
number of pixels used for 1dp is scaled down.
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• The ratio of dp-to-pixel will change with the
screen density, but not necessarily in direct
proportion.
• Using dp units (instead of px units) is a simple
solution to making the view dimensions in your
layout resize properly for different screen
densities.
• In other words, it provides consistency for the
real-world sizes of your UI elements across
different devices.
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• sp
• Scale-independent Pixels - This is like the dp
unit, but it is also scaled by the user's font size
preference.
• It is recommend you use this unit when
specifying font sizes, so they will be adjusted
for both the screen density and the user's
preference.
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• pt
• Points - 1/72 of an inch based on the physical size
of the screen.
• px Pixels - Corresponds to actual pixels on the
screen.
• This unit of measure is not recommended
because the actual representation can vary across
devices;
• each devices may have a different number of
pixels per inch and may have more or fewer total
pixels available on the screen.
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• mm
• Millimeters - Based on the physical size of the
screen.
• in
• Inches - Based on the physical size of the
screen.
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• Note:
• A dimension is a simple resource that is
referenced using the value provided in the
name attribute (not the name of the XML file).
• As such, you can combine dimension
resources with other simple resources in the
one XML file, under one <resources> element.
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•
•
•
•
file location:
res/values/filename.xml
The filename is arbitrary.
The <dimen> element's name will be used as
the resource ID.
• resource reference:
• In Java: R.dimen.dimension_name
In XML: @[package:]dimen/dimension_name
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• syntax:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<dimen
name="dimension_name"
>dimension</dimen>
</resources>
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elements:
<resources>
Required. This must be the root node.
No attributes.
<dimen>
A dimension, represented by a float, followed by a unit of
measurement (dp, sp, pt, px, mm, in), as described above.
• attributes:
• name String.
• A name for the dimension. This will be used as the resource
ID.
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• example:
•
XML file saved at res/values/dimens.xml: <?xml
version="1.0" encoding="utf-8"?>
<resources>
<dimen name="textview_height">25dp</dimen>
<dimen name="textview_width">150dp</dimen>
<dimen name="ball_radius">30dp</dimen>
<dimen name="font_size">16sp</dimen>
</resources>
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• This application code retrieves a dimension:
• Resources res = getResources();
float fontSize =
res.getDimension(R.dimen.font_size);
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• This layout XML applies dimensions to
attributes:
•
<TextView
android:layout_height="@dimen/textview_height"
android:layout_width="@dimen/textview_width"
android:textSize="@dimen/font_size"/>
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7.8 Colors
• Color
• A color value defined in XML.
• The color is specified with an RGB value and
alpha channel.
• You can use a color resource any place that
accepts a hexadecimal color value.
• You can also use a color resource when a
drawable resource is expected in XML (for
example, android:drawable="@color/green").
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• The value always begins with a pound (#)
character and then followed by the Alpha-RedGreen-Blue information in one of the following
formats:
• #RGB
• #ARGB
• #RRGGBB
• #AARRGGBB
• [The alpha channel is a measure of transparency]
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• Note:
• A color is a simple resource that is referenced
using the value provided in the name attribute
(not the name of the XML file).
• As such, you can combine color resources with
other simple resources in the one XML file,
under one <resources> element.
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file location:
res/values/colors.xml
The filename is arbitrary.
The <color> element's name will be used as
the resource ID.
• resource reference:
• In Java: R.color.color_name
In XML: @[package:]color/color_name
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• syntax:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<color
name="color_name"
>hex_color</color>
</resources>
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elements:
<resources>
Required. This must be the root node.
No attributes.
<color>
A color expressed in hexadecimal, as described above.
attributes:
name String.
A name for the color.
This will be used as the resource ID.
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• example:
• XML file saved at res/values/colors.xml:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="opaque_red">#f00</color>
<color name="translucent_red">#80ff0000</color>
</resources>
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• This application code retrieves the color
resource:
• Resources res = getResources();
int color =
res.getColor(R.color.opaque_red);
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• This layout XML applies the color to an
attribute:
• <TextView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:textColor="@color/translucent_red"
android:text="Hello"/>
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7.9 Styles
• Style Resource
• A style resource defines the format and look for a
UI.
• A style can be applied to an individual View (from
within a layout file) or to an entire Activity or
application (from within the manifest file).
• For more information about creating and
applying styles, please read Styles and Themes.
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• Note:
• A style is a simple resource that is referenced
using the value provided in the name attribute
(not the name of the XML file).
• As such, you can combine style resources with
other simple resources in the one XML file,
under one <resources> element.
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file location:
res/values/filename.xml
The filename is arbitrary.
The element's name will be used as the
resource ID.
• resource reference:
• In XML: @[package:]style/style_name
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• syntax:
•
<?xml version="1.0" encoding="utf-8"?>
<resources>
<style
name="style_name"
parent="@[package:]style/style_to_inherit">
<item
name="[package:]style_property_name"
>style_value</item>
</style>
</resources>
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elements:
<resources>
Required.
This must be the root node.
No attributes.
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<style>
Defines a single style.
Contains <item> elements.
attributes:
name String.
Required. A name for the style, which is used as the
resource ID to apply the style to a View, Activity, or
application.
• parent Style resource.
• Reference to a style from which this style should
inherit style properties.
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<item>
Defines a single property for the style.
Must be a child of a <style> element.
attributes:
name Attribute resource.
Required.
The name of the style property to be defined,
with a package prefix if necessary (for example
android:textColor).
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• example:
•
•
XML file for the style (saved in res/values/):
<?xml version="1.0" encoding="utf-8"?>
<resources>
<style name="CustomText" parent="@style/Text">
<item name="android:textSize">20sp</item>
<item name="android:textColor">#008</item>
</style>
</resources>
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• XML file that applies the style to a TextView
(saved in res/layout/):
• <?xml version="1.0" encoding="utf-8"?>
<EditText
style="@style/CustomText"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:text="Hello, World!" />
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7.10 Layouts
• [Layouts are included in this list because they
are resources.
• Only the preliminary part of the
documentation in the tutorials will be given
here.
• A discussion of layouts and their use is the
topic of the next set of overheads.]
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• Layout Resource
• A layout resource defines the architecture for
the UI in an Activity or a component of a UI.
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•
•
•
•
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file location:
res/layout/filename.xml
The filename will be used as the resource ID.
compiled resource datatype:
Resource pointer to a View (or subclass)
resource.
• resource reference:
• In Java: R.layout.filename
• In XML: @[package:]layout/filename
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• syntax:
•
<?xml version="1.0" encoding="utf-8"?>
<ViewGroup xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@[+][package:]id/resource_name"
android:layout_height=["dimension" | "fill_parent" | "wrap_content"]
android:layout_width=["dimension" | "fill_parent" | "wrap_content"]
[ViewGroup-specific attributes] >
<View
android:id="@[+][package:]id/resource_name"
android:layout_height=["dimension" | "fill_parent" | "wrap_content"]
android:layout_width=["dimension" | "fill_parent" | "wrap_content"]
[View-specific attributes] >
<requestFocus/>
</View>
<ViewGroup >
<View />
</ViewGroup>
<include layout="@layout/layout_resource"/>
</ViewGroup>
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• Note: The root element can be either a
ViewGroup, a View, or a <merge> element,
but there must be only one root element and
it must contain the xmlns:android attribute
with the android namespace as shown.
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7.11 Menus
• [Menus are included in this list because they
are resources.
• Only the preliminary part of the
documentation in the tutorials will be given
here.
• A discussion of menus and their use will be
included in a future set of overheads.]
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• Menu Resource
• A menu resource defines an application menu
(Options Menu, Context Menu, or submenu)
that can be inflated with MenuInflater.
• For a guide to using menus, see the Menus
developer guide.
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•
•
•
•
•
file location:
res/menu/filename.xml
The filename will be used as the resource ID.
compiled resource datatype:
Resource pointer to a Menu (or subclass)
resource.
• resource reference:
• In Java: R.menu.filename
• In XML: @[package:]menu.filename
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• syntax:
•
<?xml version="1.0" encoding="utf-8"?>
<menu xmlns:android="http://schemas.android.com/apk/res/android">
<item android:id="@[+][package:]id/resource_name"
android:title="string"
android:titleCondensed="string"
android:icon="@[package:]drawable/drawable_resource_name"
android:onClick="method name"
android:showAsAction=["ifRoom" | "never" | "withText" | "always" |
"collapseActionView"]
android:actionLayout="@[package:]layout/layout_resource_name"
android:actionViewClass="class name"
android:actionProviderClass="class name"
android:alphabeticShortcut="string"
android:numericShortcut="string"
android:checkable=["true" | "false"]
android:visible=["true" | "false"]
android:enabled=["true" | "false"]
android:menuCategory=["container" | "system" | "secondary" |
"alternative"]
android:orderInCategory="integer" />
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•
<group android:id="@[+][package:]id/resource name"
android:checkableBehavior=["none" | "all" | "single"]
android:visible=["true" | "false"]
android:enabled=["true" | "false"]
android:menuCategory=["container" | "system" | "secondary" |
"alternative"]
android:orderInCategory="integer" >
<item />
</group>
<item >
<menu>
<item />
</menu>
</item>
</menu>
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7.12 Graphics (Drawables)
• [Note:
• As you will soon see there are lots of different
drawable types
• This set of overheads will show the preview list of
all drawable types but only show the full
documentation for bitmaps
• In the long run, nine-patch graphics are more
flexible
• If you want to use nine-patch graphics or
anything fancier, it will be up to you to figure out
how.]
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• Drawable Resources
• A drawable resource is a general concept for a
graphic that can be drawn to the screen and
which you can retrieve with APIs such as
getDrawable(int) or apply to another XML
resource with attributes such as
android:drawable and android:icon.
97
•
•
•
•
•
•
There are several different types of drawables:
Bitmap File
A bitmap graphic file (.png, .jpg, or .gif).
Creates a BitmapDrawable.
Nine-Patch File
A PNG file with stretchable regions to allow
image resizing based on content (.9.png).
• Creates a NinePatchDrawable.
98
• Layer List
• A Drawable that manages an array of other Drawables.
• These are drawn in array order, so the element with
the largest index is be drawn on top.
• Creates a LayerDrawable.
• State List
• An XML file that references different bitmap graphics
for different states (for example, to use a different
image when a button is pressed).
• Creates a StateListDrawable.
99
• Level List
• An XML file that defines a drawable that manages
a number of alternate Drawables, each assigned a
maximum numerical value.
• Creates a LevelListDrawable.
• Transition Drawable
• An XML file that defines a drawable that can
cross-fade between two drawable resources.
• Creates a TransitionDrawable.
100
• Inset Drawable
• An XML file that defines a drawable that insets another
drawable by a specified distance.
• This is useful when a View needs a background drawble
that is smaller than the View's actual bounds.
• Clip Drawable
• An XML file that defines a drawable that clips another
Drawable based on this Drawable's current level value.
• Creates a ClipDrawable.
101
• Scale Drawable
• An XML file that defines a drawable that changes
the size of another Drawable based on its current
level value.
• Creates a ScaleDrawable
• Shape Drawable
• An XML file that defines a geometric shape,
including colors and gradients.
• Creates a ShapeDrawable.
102
• Also see the Animation Resource document
for how to create an AnimationDrawable.
• Note:
• A color resource can also be used as a
drawable in XML.
• For example, when creating a state list
drawable, you can reference a color resource
for the android:drawable attribute
(android:drawable="@color/green").
103
• Bitmap
• A bitmap image.
• Android supports bitmap files in a three
formats: .png (preferred), .jpg (acceptable),
.gif (discouraged).
• You can reference a bitmap file directly, using
the filename as the resource ID, or create an
alias resource ID in XML.
104
A One-Overhead Wikipedia Interlude,
FYI
• Portable Network Graphics
• From Wikipedia, the free encyclopedia
• Portable Network Graphics (PNG /ˈpɪŋ/[2] PING)
is a raster graphics file format that supports
lossless data compression. PNG was created as an
improved, non-patented replacement for
Graphics Interchange Format (GIF), and is the
most used lossless image compression format on
the World Wide Web.[3]
105
• Note: Bitmap files may be automatically optimized
with lossless image compression by the aapt tool
during the build process. For example, a true-color
PNG that does not require more than 256 colors may
be converted to an 8-bit PNG with a color palette. This
will result in an image of equal quality but which
requires less memory. So be aware that the image
binaries placed in this directory can change during the
build. If you plan on reading an image as a bit stream in
order to convert it to a bitmap, put your images in the
res/raw/ folder instead, where they will not be
optimized.
106
• Bitmap File
• A bitmap file is a .png, .jpg, or .gif file.
• Android creates a Drawable resource for any
of these files when you save them in the
res/drawable/ directory.
107
•
•
•
•
•
•
•
•
file location:
res/drawable/filename.png (.png, .jpg, or .gif)
The filename is used as the resource ID.
compiled resource datatype:
Resource pointer to a BitmapDrawable.
resource reference:
In Java: R.drawable.filename
In XML: @[package:]drawable/filename
108
• example:
• With an image saved at
res/drawable/myimage.png, this layout XML
applies the image to a View:
• <ImageView
android:layout_height="wrap_content"
android:layout_width="wrap_content"
android:src="@drawable/myimage" />
109
• The following application code retrieves the
image as a Drawable:
• Resources res = getResources();
Drawable drawable =
res.getDrawable(R.drawable.myimage);
110
• see also: 2D Graphics
• BitmapDrawable
111
Commentary on Drawables
• Everything listed above is “apparently” true
• This comment dwells on the fact that even
though I did the things as shown, I had
problems
• I got it to work only after slogging through a
succession of inexplicable error messages in
the layout file that used the drawable—
• And the additional errors that resulted from
the fact that the R.java file wasn’t created
112
Commentary cont’d.
•
•
•
•
This was the setup:
I had a png file saved as a resource
This was its full path name:
res/drawable-hdpi/sleepy2.png
113
Commentary cont’d.
• This was the corresponding part of the layout
file which used the drawable resource:
• <ImageView
android:layout_width="wrap_content"
• android:layout_height="0dp"
android:layout_weight="1"
• android:layout_gravity="center_horizontal"
• android:src="@drawable/sleepy2" />
114
Commentary cont’d.
• Notice 3 things in particular about how the
resource is identified in this line of XML:
• android:src="@drawable/sleepy2"
• The name does not include res
• The name includes drawable, not drawable-hdpi
• The name does not include the file extension,
.png
115
Commentary cont’d.
• Even though I thought I had it right, I got this
error message on the XML file:
• “No resource found that matches the given
name.”
• Eventually, by black magic, it did work, but not
before encountering something else
116
Commentary cont’d.
• If you search the Web for this error message you
will be directed to places like stackoverflow.com
• There, you will find this suggestion:
• Put a plus sign into the android:src line in the
XML, like this:
• android:src="@+drawable/sleepy2"
• Warning, not recommended. Read further.
117
Commentary cont’d.
• It looks harmless enough
• It looks like the shortcut syntax for giving an id
to a resource
• It may even be the solution to some problems
some times
• However, I found it insidious
118
Commentary cont’d.
• The compiler wouldn’t complain about it
• An R.java file would be created
• And at run time there would be cryptic errors
that referred back to a problem in the XML
file:
119
Commentary cont’d.
•
•
•
•
•
•
•
FATAL EXCEPTION: main
Java.lang.RuntimeException:
Unable to start activity ComponentInfo{
nameOfYourActivity}:
android.view.InflateException:
Binary XML file line n:
Error inflating class <unknown>
120
Commentary cont’d.
• This runtime error went away when I got rid of
the plus sign in the XML
121
7.13 Typed Arrays (of Drawables)
• Typed Array
• A TypedArray defined in XML.
• You can use this to create an array of other
resources, such as drawables.
122
• Note that the array is not required to be
homogeneous, so you can create an array of
mixed resource types, but you must be aware
of what and where the data types are in the
array so that you can properly obtain each
item with the TypedArray's get...() methods.
123
• Note:
• A typed array is a simple resource that is
referenced using the value provided in the
name attribute (not the name of the XML file).
• As such, you can combine typed array
resources with other simple resources in the
one XML file, under one <resources> element.
124
•
•
•
•
file location:
res/values/filename.xml
The filename is arbitrary.
The <array> element's name will be used as
the resource ID.
125
•
•
•
•
compiled resource datatype:
Resource pointer to a TypedArray.
resource reference:
In Java: R.array.array_name
In XML: @[package:]array.array_name
126
• syntax:
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<array
name="integer_array_name">
<item>resource</item>
</array>
</resources>
127
•
•
•
•
•
elements:
<resources>
Required.
This must be the root node.
No attributes.
128
•
•
•
•
•
•
•
<array>
Defines an array.
Contains one or more child <item> elements.
attributes:
android:name String.
A name for the array.
This name will be used as the resource ID to
reference the array.
129
• <item>
• A generic resource.
• The value can be a reference to a resource or
a simple data type.
• Must be a child of an <array> element.
• No attributes.
130
• example: XML file saved at
res/values/arrays.xml:
131
• <?xml version="1.0" encoding="utf-8"?>
<resources>
<array name="icons">
<item>@drawable/home</item>
<item>@drawable/settings</item>
<item>@drawable/logout</item>
</array>
<array name="colors">
<item>#FFFF0000</item>
<item>#FF00FF00</item>
<item>#FF0000FF</item>
</array>
</resources>
132
• This application code retrieves each array and
then obtains the first entry in each array:
133
• Resources res = getResources();
TypedArray icons =
res.obtainTypedArray(R.array.icons);
Drawable drawable = icons.getDrawable(0);
TypedArray colors =
res.obtainTypedArray(R.array.colors);
int color = colors.getColor(0,0);
134
Commentary
• Note that you’ll need these imports in order
for the foregoing code to build successfully
• (This isn’t difficult, since Quick Fix gives the
imports as one possible error solution)
• import android.content.res.Resources;
• import android.content.res.TypedArray;
135
• It’s also pretty likely you’ll be using drawables
in an ImageView
• You’ll need this import:
• import android.widget.ImageView;
136
• And you’ll have Java code along these lines in
your app
•
•
•
ImageView myImageView = (ImageView)
findViewById(R.id.my_image_view);
TypedArray myColorArray =
myResources.obtainTypedArray(R.array.color_image_array);
myImageView.setImageDrawable(myColorArray.getDrawable(arrayIndex));
137
• Also remember that when you do resources in
this way, when you refer to them, you refer to
them by resource type
• This is the path in the explorer:
• res/values/nameOfFile.xml
• This is the reference to it through R in the code:
• R.array.nameOfArrayDefinedInFile
• You refer to it by the resource type and the name
given to the resource, not by path in the explorer
or the name of the file
138
Commentary, cont’d.
• More words to the wise:
• I’m in the habit of copying example XML and
code directly out of the API Web page, or
more dangerously, from the example XML and
code as copied and pasted into these
overheads
139
• You need to be forewarned that when you
copy in this way you will get mystery
characters, some of them completely invisible
in the XML itself, that will cause build errors
• In the problems tab you’ll get an error like
this, without a Quick Fix suggested:
• --SomeResourceNameInTheXMLFile cannot be
resolved or is not a field-140
• If you go to the LogCat tab you will find
something like this after an unsuccessful build:
• --Found text “mystery characters” where item
tag is expected—
• Your XML may be correct (in appearance)
• The solution is to retype it in by hand in order
to get rid of whatever mystery characters got
copied over as a result of copy and paste
141
7.14 Animations
• [Animations are included in this list because
they are resources.
• These overheads will only cover up through
the tutorial example of property animation
• Even that will be beyond what we can really
comprehend
142
• I have little doubt that this is a topic that
interested students will want to pursue
further
• It will be left to the student to do so
• In the meantime, we have bigger fish to fry.]
143
• Animation Resources
• An animation resource can define one of two
types of animations:
• Property Animation
• Creates an animation by modifying an object's
property values over a set period of time with
an Animator.
• View Animation
144
• There are two types of animations that you can
do with the view animation framework:
• Tween animation:
• Creates an animation by performing a series of
transformations on a single image with an
Animation
• Frame animation:
• or creates an animation by showing a sequence
of images in order with an AnimationDrawable.
145
• Property Animation
• An animation defined in XML that modifies
properties of the target object, such as
background color or alpha value, over a set
amount of time.
146
•
•
•
•
•
file location:
res/animator/filename.xml
The filename will be used as the resource ID.
compiled resource datatype:
Resource pointer to a ValueAnimator,
ObjectAnimator, or AnimatorSet.
• resource reference:
• In Java: R.animator.filename
• In XML: @[package:]animator/filename
147
•
•
syntax:
<set
android:ordering=["together" | "sequentially"]>
<objectAnimator
android:propertyName="string"
android:duration="int"
android:valueFrom="float | int
android:valueTo="float | int |
android:startOffset="int"
android:repeatCount="int"
android:repeatMode=["repeat" |
android:valueType=["intType" |
<animator
android:duration="int"
android:valueFrom="float | int
android:valueTo="float | int |
android:startOffset="int"
android:repeatCount="int"
android:repeatMode=["repeat" |
android:valueType=["intType" |
| color"
color"
"reverse"]
"floatType"]/>
| color"
color"
"reverse"]
"floatType"]/>
<set>
...
</set>
</set>
148
• The file must have a single root element:
• either <set>, <objectAnimator>, or
<valueAnimator>.
• You can group animation elements together
inside the <set> element, including other
<set> elements.
149
7.15 XML Files
• [Following are some comments from the tutorial.
• Note that some things have to be saved this way
• But you would also have the option of saving
things in XML files and then including them in
other XML files—if you wanted to.]
• Arbitrary XML files that can be read at runtime by
calling Resources.getXML().
• Various XML configuration files must be saved
here, such as a searchable configuration.
150
7.16 Raw Files
• [Following are some comments from the tutorial.
• Most of these comments are too advanced to be
immediately comprehensible or usable.
• The basic point is that your app may use
resources which are simply not XML files—they
are “actual” resources of some other type.
• At the beginning of this set of overheads, in the
table of resources, an mp3 file was given as an
example.]
151
• Arbitrary files to save in their raw form.
• To open these resources with a raw InputStream,
call Resources.openRawResource() with the
resource ID, which is R.raw.filename.
• However, if you need access to original file names
and file hierarchy, you might consider saving
some resources in the assets/ directory (instead
of res/raw/).
• Files in assets/ are not given a resource ID, so you
can read them only using AssetManager.
152
7.17 Errors
153
• This is another sidetrip, continuing the
presentation of errors I have encountered
while working on the examples
• One of the errors I couldn’t trace to anything I
had explicitly done—it just happened
• The other, ultimately, was traceable
• Either way, it was necessary to solve the
problem before going on
154
• There is no particular logic or order to the
presentation of these sections on errors
• I bring them up as I encounter them
• You may or may not encounter these or
similar errors when you are working on the
same things
• The point is that when you have a problem,
you’re motivated to learn more so that you
can come up with a solution
155
Error One, Configuration
• The first error is the one that was untraceable
• Maybe you will be lucky and this will never
happen to you
• All I can say for sure is that at one point I had
working code, and later on, without making
changes to the code itself, it wouldn’t work
156
• The only questionable things I did in the
meantime had to do with updating my
installation of Android using the SDK Manager
• Either I touched something inadvertently
• Or the updating itself caused the problem
157
• When trying to run my formerly valid code, I
got this error message in the console:
• No active compatible AVD's or
devices found. Relaunch this
configuration after connecting
a device or starting an AVD.
158
• Point 1: I had both a virtual device and a real
device attached and up and running just as I
had when the app worked OK before
• I restarted these things, but to no avail
• Point 2: I refreshed, cleaned, and rebuilt my
project, thinking maybe there was a
compatibility problem due to changes in the
versions of the development software
• This was also to no avail
159
• After doing the previous 2 things more than
once, it finally occurred to me that the key
word in the error message might be
“configuration”
• You may recall that at the very beginning of
the course configurations were mentioned
• At that time I said we’d just do standard “run”
and it wasn’t necessary to mess with the
configuration
160
• The time had come to look further into
configurations
• In the menu, under Run, there are two
configuration options:
• Run Configurations…
• Debug Configurations…
• The screen you get from taking the Run
Configurations… option is shown on the
following overhead
161
162
• The following overhead shows the same
screen after you’ve selected the Target tab
• In that screen, the first radio button, “Always
prompt to pick device” is selected
163
164
• I am still not interested in the depths of
configurations
• However, I can say that when my program
wouldn’t run, one of the other radio buttons
was selected
• Selecting the first one, so that at run time I
could pick the AVD/device I wanted my app to
run on, solved my configuration problem
165
• The simple moral of the story at this point is
that you can’t totally ignore questions of
configuration
• Doubtless this will come up again in the future
and it will be necessary to learn even more
about run configurations and debug
configurations
166
Error Two, a Resource Error that
Propagated
• I started the development of the example of
this unit by copying the example of the last
unit
• That means I started with layouts, (limited
other, namely string) resources, and Java code
• I made minor modifications to the Java code
to confirm for myself that I had the bare
bones needed for the new app
167
• At that point I started developing some
resource files
• I specified a resource, myRedPlusBlue in this
way: #FOF (“Oh”)
• This was a typographical error (easy for a
touch typist to make
• It should have been #F0F (zero)
168
• The offending line in the resource file was
flagged, but I didn’t see immediately what was
wrong and didn’t worry about the
consequences
• However, when I looked back at my Java code,
which I had previously verified, it was now
littered with errors
169
• Every line of code that contained a reference
to R.java was wrong
• The error messages indicated that I was
referring to things that didn’t exist
• I went to the gen folder in the explorer and
discovered that the R.java file wasn’t there
170
• It took some time to realize that the R.java file
would not be auto-generated unless
everything in the resource files was correct
• The system will not auto-generate a partial
R.java file for only those resources that are
correct
• After realizing this, it then took more time to
see that I had typed Oh instead of zero and
that was the ultimate source of the problem
171
• The moral of the story is that it really is a mess
managing multiple files that have to be
consistent
• Errors in one file can propagate to others in
several ways
• 1. Errors in one file may cause another file not
to be created
172
• 2. Errors in one file or the absence of a file
may cause unexpected and cryptic error
flagging in other files
• This is mysterious, but there’s a logic to it
• What is flagged is the thing that the
programmer provided which is lacking a
necessary antecedent elsewhere
173
• This would be an alternative approach (which
I’ve never seen explicitly put into practice):
• Insert error messages into the file where the
antecedents should be, indicating that
something should be there which isn’t, since
another file refers to it
• (The difficulty of this approach from a
compiling point of view is, how do you “flag”
something that isn’t there?)
174
7.18 Designing an App
• Up until now, the process of making an app
was described as consisting of 4 parts:
• Making a layout
• Making the strings.xml file (conform to the
layout)
• Noting the auto-generated R.java file
corresponding to the layout and strings
• Writing the activity.java code
175
• The app for this unit isn’t very complicated,
but a small step forward requires reorganizing
how we think about app development
• We have learned that layouts and strings are
both just kinds of resources
• We’ve also learned that there are other kinds
of resources beyond these
176
• When developing an app it is still reasonable
to work visually
• You use the layout as a way of thinking about
functionality
• When you develop the layout, it is also the
case that it will become apparent what other
resources may be needed in order to support
it
177
• For a complex app, you would want to use a
well-defined methodology, with graphical
components, to develop it
• You would specify appearance, functionality,
state, transitions, activities, fragments, etc.
• Some sort of UML-like system would be
needed to capture all of the needed
information in design documents
178
• We are still early in the development of apps,
and it’s unlikely that we’ll reach the point in
one semester where we will learn a
methodology
• In the meantime, I offer two iterations of a
“design document” which I used when trying
to develop the example app for this unit,
which will be presented shortly
179
• The main points I’m trying to illustrate are the
following:
• I try to identify screens (boxes)
• I try to identify transitions (arrows)
• I note both in the boxes and in notes at the
bottom the various resources I think I’ll need
to accomplish this
• The two iterations of the design document are
given on the following overheads
180
181
182
• The overall moral of the foregoing, messy
documents is this:
• I got a clear idea of two things:
• I know how many activities/screens my app will
consist of
• I know what resources the app will need
• That’s enough for this simple example
• For a more complicated example I would want to
nail down more things before starting to do
development work
183
Developing an App
• As noted already, in the previous units, the
development process was given more or less
as:
• Make a layout, make a strings file, write code
• Along the way we dealt with the fact that until
one of the components was finished, we were
going to get error messages for the others
184
• At this point we confront several considerations:
• 1. A single app may have >1 activity, which
means >1 distinct piece of source code to work
on
• 2. Multiple activities imply >1 different layout
files
• 3. There are many different resource types,
potentially stored in different files, which various
layouts depend on
185
• 4. Much of the information about resources, etc.,
has been given using XML code syntax
• The Eclipse ADT development environment
makes various tools and wizards available to help
create and manage resources, layouts, etc.
• There is a “cost” in taking the trouble to learn the
tools
• But the tools can be a great help because they
spare you the need to master XML
186
• Frequently, following the directions of a
wizard will give a trouble-free result, which
trying to write the XML code yourself will lead
to troublesome syntax errors
• In the following section, some of the uses of
the tools for layout and resources will be
illustrated
• The reality is that app development will tend
to involve both XML code writing and tool use
187
• 5. You know my general paradigm of code
development:
• Copy a working example and figure out how to
modify it
• This thoroughly mixes up the idea that there
might be a fixed order that you create app
component files in
• You have to beware of the consequences of
having resource files and code files in inconsistent
states until the point where you’ve finished
everything
188
7.19 Using the Graphical Development
Tools
189
• Ultimately, at the end of this section, the
finished example will be shown
• This will involve showing:
• The XML and Java code in textual form
• Looking at the layouts in graphical form
190
• The catch is that seeing the final result doesn’t
show how it was arrived at
• I both wrote XML and used the tools
• The use of the tools was motivated by the fact
that some of the XML I wrote didn’t work
• I couldn’t immediately see what was wrong
with it, but the tools did the work easily
191
• Afterwards, it was easy to compare my XML
with the XML generated by the tools
• But the point is that once you’ve seen how the
tools work, you have even less reason to try to
master the XML anyway
• Just use the tools when convenient to
generate the XML files you need
192
A Simple XML File
• What will be shown next is an XML file with a
variety of resources defined in it
• I wrote this without using the graphical tools
• It works, and it’s given as an illustrative
starting point
• Ultimately, you want resources put into
separate files by type, and you’ll see that the
graphical tools follow that model
193
• The example program for this unit does not
illustrate the use of every resource type
• I decided that in addition to strings, which
we’ve seen before, I wanted to try defining
and using the following resource types:
• An integer
• An array of strings
• Some colors
194
• The file myassortedresources.xml is shown on
the overhead following the next one
• The first thing to note is this: The file name
has to be all small letters in order to be usable
• This file is in the res/values directory
• It is a sibling to files like strings.xml and
layouts.xml
195
• The system will find this file
• Recognize the resources of various types
defined in it
• And make the corresponding entries in R.java
• The syntax of the file contents is simply what
was shown in the previous sections of this set
of overheads
196
•
•
•
•
<?xml version="1.0" encoding="utf-8"?>
<resources>
<integer name="loopLimit">3</integer>
•
•
•
•
•
•
<string-array
name="prompt_array">
<item>Welcome</item>
<item>Go Again</item>
<item>End of the Road</item>
</string-array>
•
•
•
•
•
•
•
•
<color
<color
<color
<color
<color
<color
name="myRed">#F00</color>
name="myGreen">#0F0</color>
name="myBlue">#00F</color>
name="myRedPlusGreen">#FF0</color>
name="myGreenPlusBlue">#0FF</color>
name="myBluePlusRed">#F0F</color>
</resources>
197
• In the example I will also make use of a
res/drawable-hdpi
• Elements of its use will have something in
common with the use of the other resources,
but it isn’t even presented now
• The current discussion will illustrate things
with colors only
198
Examples of Tool Use
• The foregoing sections went into some detail
on the syntax for using resources in code
• This is their ultimate use
• However, an earlier, simpler use is in layouts
themselves
• Colors provide a good example of this
• Suppose I would like things in layouts to take
on certain colors
199
• When writing the XML for the layouts, I can
refer to these other resources
• The syntax isn’t difficult, but I’m not a master,
and I made mistakes
• At this point I decided it would be easier to
become familiar with the graphical tools than
mess more with faulty XML code
200
Step One, Adding Properties to
Widgets
• What’s shown on the following overhead is a
layout with an EditText widget that has been
given a color
• The color is myBluePlusRed, which was
defined in myassortedResources.xml
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• Note that to the right of the graphical display of
the layout, if a widget is selected, its properties
are shown
• The background property is selected and there is
a … button next to it
• Clicking that button brings up a reference chooser
which allows you to choose a resource
• This is shown on the following overhead, with
myBluePlusRed chosen
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• Notice at the lower left that there is a New
Color… button intended to allow you to
interactively create a new color at the time of
use
• The button is not active
• Although the latest versions of the ADT should
support this function, your installation (like
mine) may not
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• This is true of all of the other resource types—
except for String
• Even in older installations of the ADT, it is
possible to create Strings interactively, as
needed
• When using a function like this, the newly
defined resource would go into the
corresponding file, e.g., strings.xml
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Step Two, Deleting Existing Resources
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• In order to continue this discussion, I will comment out the colors in
myassortedresources.xml:
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<!-<color
<color
<color
<color
<color
<color
-->
name="myRed">#F00</color>
name="myGreen">#0F0</color>
name="myBlue">#00F</color>
name="myRedPlusGreen">#FF0</color>
name="myGreenPlusBlue">#0FF</color>
name="myBluePlusRed">#F0F</color>
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• After this change, cleaning and rebuilding the
project lead to these problems, which were
described earlier in the section about errors
• My colors aren’t defined, but the layout uses one,
so the layout has an error
• The R.java file isn’t created
• The lack of R.java leads to multiple errors in the
code source files that refer to it
• This is illustrated in the screen shot on the
following overhead
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Step Three, Creating Resource Files
• This presentation is actually backwards
• In step one you saw how properties can be set
and resources created and stored interactively
• This suggests that it must be possible to create
and populate resource files up front using the
graphical tools
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• The fact that the interactive function isn’t
available in your installation isn’t a big deal
• You ought to have thought through your
resources needs up front
• If you have, then you can save yourself even
more XML syntax troubles and file naming
concerns by using the graphical tools
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• With step two done, I can now consider how
to make a resource file containing colors using
the graphical tools
• In the explorer, right click on the values folder
under res
• A pop-up menu will appear with “New” as the
first option
• Take this option
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• A new pop-up menu will appear which
includes the File and Android XML File option
• This set of overheads is only trying to illustrate
one path through the options available
• Take the plain File option, and you will see
what’s shown on the following overhead
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• This is where it becomes critical that you
remember the standard names for the files for
resources of various types
• Enter the file name colors.xml, as shown on
the following overhead
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• With luck, after clicking Finish, you will see
what’s shown on the following overhead
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• When you click on the New button you will
see what’s shown on the following overhead
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• If you select Color, you will see what’s shown
on the following overhead
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• The error consists simply of the fact that you
haven’t entered a value for your color yet
• On the following overhead I show the name
and value for the first of the various colors I
intend to use in my project
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• Ta-da
• What’s shown on the following overhead is
what I see if I click on the colors.xml tab
instead of the Resources tab
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• If I go back to the Resources tab view, I will be
back in the wizard and can enter another
color, and continue until I’ve entered them all
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Step Back and Look
• In summing this up, observe the following:
• Creating colors (resources) interactively
doesn’t seem like the biggest convenience in
the world, so the fact that it doesn’t work in
my installation isn’t bothersome
• Having a feature like that may encourage
people not to think their resources out in
advance, which isn’t a good idea anyway
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• Using the wizard to enter the colors up front
isn’t really that much easier than typing an
XML resource file directly
• But maybe it’s a useful convenience
• It does illustrate the utility of separating
different kinds of resources into their
respective files
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• I do think it’s a great convenience to be able to
use the graphical tools to associate a resource
with a widget property
• Note that in the foregoing overheads, I only
showed doing this with the graphical tools
• For the sake of completeness, the revised layout
file that the tool generates is shown on the
following overhead
• By using the tool, I avoided having to write some
of this XML
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•
<?xml version="1.0" encoding="utf-8"?>
•
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
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xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="horizontal">
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<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/button_back"
android:onClick="sendMessage" />
<TextView
android:id="@+id/echo_message"
android:layout_width="0dp"
android:layout_height="wrap_content"
android:layout_weight="1"
android:background="@color/myBluePlusRed" />
</LinearLayout>
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• It’s true that in this example, it’s just one line
of XML code I’ve saved writing
• But in the long run, I can manage all of the
properties of a widget using the graphical
tools, and that will tend to be easier than
coding and modifying an XML file by hand
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7.20 Example App with Resources
• A complete sequence of screenshots for the app
is shown on the following overheads
• It alternates between prompting for and
displaying an echo 5 times
• This echoing corresponds to alternating between
activities
• The input prompt changes each time
• The output cycles through a set of 3 colors
• At the end the text color changes, a drawable
image is shown, and the button is deactivated
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The following overheads cover these files:
res/values/myassortedresources.xml
res/values/strings.xml
res/values/colors.xml
res/drawable/sleepy2.png
res/layout/activity_main.xml
res/layout/activity_output_and_back.xml
MainActivity.java
OutputAndBack.java
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res/values/myassortedresources.xml
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<item type="id" name="input_message_view"/>
<item type="id" name="output_message_view"/>
<item type="id" name="input_button"/>
<integer name="numberInColorCycle">3</integer>
<integer name="arraySize">6</integer>
<string-array
name="prompt_array">
<item>Welcome</item>
<item>Go Again</item>
<item>I\'m getting tired</item>
<item>When will it be over?</item>
<item>One More Time</item>
<item>End of the Road\n***Game Over</item>
</string-array>
</resources>
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res/values/strings.xml
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string
<string
<string
<string
<string
<string
<string
<string
name="app_name">Resources ExampleForUnit7</string>
name="title_activity_output_and_back">OutputAndBack</string>
name="input_message_text">Enter something to echo</string>
name="input_button_text">Send</string>
name="output_button_text">Back</string>
name="action_settings">Settings</string>
name="title_activity_main">MainActivity</string>
name="title_activity_display_message">My Message</string>
</resources>
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res/values/colors.xml
•
<resources>
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<color
<color
<color
<color
<color
<color
•
</resources>
name="myRed">#F00</color>
name="myGreen">#0F0</color>
name="myBlue">#00F</color>
name="myRedPlusGreen">#FF0</color>
name="myGreenPlusBlue">#0FF</color>
name="myBluePlusRed">#F0F</color>
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res/drawable/sleepy2.png
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res/layout/activity_main.xml
•
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<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
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xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="horizontal">
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<EditText
android:id="@id/input_message_view"
android:layout_weight="1"
android:layout_width="0dp"
android:layout_height="wrap_content"
android:hint="@string/input_message_text" />
<Button
android:id="@id/input_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/input_button_text"
android:onClick="sendMessage" />
•
</LinearLayout>
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res/layout/activity_output_and_back.xml
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<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
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xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="horizontal">
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<Button
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/output_button_text"
android:onClick="sendMessage" />
<TextView
android:id="@id/output_message_view"
android:layout_width="0dp"
android:layout_height="wrap_content"
android:layout_weight="1"
android:background="@color/myBluePlusRed" />
</LinearLayout>
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MainActivity.java
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package com.example.resourcesexampleforunit7;
import com.example.resourcesexampleforunit7.OutputAndBack;
import com.example.resourcesexampleforunit7.R;
import android.os.Bundle;
import android.app.Activity;
import android.content.Intent;
import android.content.res.Resources;
import android.view.Menu;
import android.view.View;
import android.widget.EditText;
import android.widget.Button;
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•
public class MainActivity extends Activity {
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public final static String EXTRA_MESSAGE =
"com.example.resourcesexampleforunit7.MESSAGE";
public static int arrayIndex = 0;
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@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
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setContentView(R.layout.activity_main);
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Resources res = getResources();
EditText myEditText = (EditText) findViewById(R.id.input_message_view);
String[] prompts = res.getStringArray(R.array.prompt_array);
myEditText.setText(prompts[arrayIndex]);
if(arrayIndex < res.getInteger(R.integer.arraySize) - 1)
{
arrayIndex++;
}
else
{
Button myButton = (Button) findViewById(R.id.input_button);
myButton.setEnabled(false);
myEditText.setTextColor(res.getColor(R.color.myBlue));
myEditText.setBackground(res.getDrawable(R.drawable.sleepy2));
}
}
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@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is
present.
getMenuInflater().inflate(R.menu.main, menu);
return true;
}
public void sendMessage(View view) {
Intent intent = new Intent(this, OutputAndBack.class);
EditText editText = (EditText)
findViewById(R.id.input_message_view);
String message = editText.getText().toString();
intent.putExtra(EXTRA_MESSAGE, message);
startActivity(intent);
}
}
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OutputAndBack.java
• package com.example.resourcesexampleforunit7;
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import
import
import
import
import
import
import
import
com.example.resourcesexampleforunit7.R;
android.os.Bundle;
android.app.Activity;
android.content.Intent;
android.content.res.Resources;
android.view.Menu;
android.view.View;
android.widget.TextView;
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• public class OutputAndBack extends Activity {
•
public final static String EXTRA_MESSAGE =
"com.example.resourcesexampleforunit7.MESSAGE";
•
public static int colorIndex = 0;
• // This would work fine--but it doesn't provide
another illustration of the use of a resource.
• //public static final int numberInColorCycle = 3;
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•
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@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_output_and_back);
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// Set the color.
Resources res = getResources();
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colorIndex = (colorIndex + 1) %
(res.getInteger(R.integer.numberInColorCycle));
TextView myTextView = (TextView) findViewById(R.id.output_message_view);
if(colorIndex == 0)
{
myTextView.setBackgroundColor(res.getColor(R.color.myRedPlusGreen));
}
else if(colorIndex == 1)
{
myTextView.setBackgroundColor(res.getColor(R.color.myBluePlusRed));
}
else if(colorIndex == 2)
{
myTextView.setBackgroundColor(res.getColor(R.color.myGreenPlusBlue));
}
else
{
}
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// Get the message from the intent
Intent incomingIntent = getIntent();
String message = incomingIntent.getStringExtra(MainActivity.EXTRA_MESSAGE);
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// Set the message in the text view of the layout.
// Notice how this differs from earlier code, where the
// content view was entirely replaced by a new view.
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myTextView.setText(message);
}
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@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.output_and_back, menu);
return true;
}
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public void sendMessage(View view) {
Intent newIntent = new Intent(this, MainActivity.class);
startActivity(newIntent);
}
}
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Summary and Mission
• Summary: Resources…
• A large amount of background information was
presented
• Not every type of resource was covered, and
those included were not all covered in detail
• The goal was to give enough information so that
when you use resources in the future, you will be
able to figure out what you need
• The background was followed by an example
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• Mission: You should be able to get an app like
the example to work in your environment
• Complete code was given for the example
• Given the screen shots of the app as your
effective design document, if you wanted to
you should be able to create the needed
resource files and write the code for the app
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• As usual, there are no graded points for the
mission
• However, I recommend that you try to get the
example to work
• The second assignment will build on this
example, so performing the mission will be
good practice and it will provide you with
code that is a starting point for doing the
second assignment
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The End
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